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SceneMax3D IDE (WIP)

jMonkeyEngine Hub June 1, 2026
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A few more features were added to the IDE in the last couple of weeks: Inverse kinematics asset - the developer can define & test various invers-kinematics use-cases such as right/left hand reach, right/left foot placement, head look at etc. and IK solver type such as Two bones / Three bones / Aim / Look at etc. The simulation test works against a sphere but of course at run-time you can easily set any target you like. The IK is saved as a game asset and can be used with any model supporting the same bones (that are used by the IK solver).

inverse kinematics UI designer

This is a sample code playing an IK asset (ik_test) on a model named m1 against a weapon collider target of model m2 :

m1.ik = "ik_test"
m1.ik.layer2.play : target m2.weapon.colliders["weapon_sphere_collider_1"], blend 0.2, weight 1

Physics Simulation - I needed a way to simulate the effect of some physics commands such as throw, impulse, torque, force, velocity instead of endless trial & error. With this simulator I can design and test the best physics strategy for a given game aspect. In my case rocks thrown from the dragon-gate towards the player

Video Rendering - can be used for various use-cases. I’m thinking of ways to integrate commercial videos inside the game. Need to research for the echo-system supporting this but at least I know that video rendering (mp4 and more video formats) is possible with good performance.

Dragon Gate | In-game Commercial Video

in-game render video

The command for playing a video is as usual very simple for example:

b=>box : size (5,5,0.5), rotate(0,0,0)
vid=>videos.foggy_day1
vid.play : target b, start "00:00:00", end "00:01:00", loop

In this sample I played the “foggy dew” clip on a box. It can be played on Spheres and Plane as well.

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